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// Copyright (C) 2002-2011 Nikolaus Gebhardt

// This file is part of the "Irrlicht Engine".

// For conditions of distribution and use, see copyright notice in irrlicht.h


#ifndef __C_TRIANGLE_SELECTOR_H_INCLUDED__
#define __C_TRIANGLE_SELECTOR_H_INCLUDED__

#include "ITriangleSelector.h"
#include "IMesh.h"
#include "irrArray.h"

namespace irr
{
namespace scene
{

class ISceneNode;
class IAnimatedMeshSceneNode;

//! Stupid triangle selector without optimization

class CTriangleSelector : public ITriangleSelector
{
public:

	//! Constructs a selector based on a mesh

	CTriangleSelector(ISceneNode* node);

	//! Constructs a selector based on a mesh

	CTriangleSelector(const IMesh* mesh, ISceneNode* node);

	//! Constructs a selector based on an animated mesh scene node

	//!\param node An animated mesh scene node, which must have a valid mesh

	CTriangleSelector(IAnimatedMeshSceneNode* node);

	//! Constructs a selector based on a bounding box

	CTriangleSelector(const core::aabbox3d<f32>& box, ISceneNode* node);

	//! Gets all triangles.

	void getTriangles(core::triangle3df* triangles, s32 arraySize, s32& outTriangleCount,
		const core::matrix4* transform=0) const;

	//! Gets all triangles which lie within a specific bounding box.

	void getTriangles(core::triangle3df* triangles, s32 arraySize, s32& outTriangleCount,
		const core::aabbox3d<f32>& box, const core::matrix4* transform=0) const;

	//! Gets all triangles which have or may have contact with a 3d line.

	virtual void getTriangles(core::triangle3df* triangles, s32 arraySize,
		s32& outTriangleCount, const core::line3d<f32>& line,
		const core::matrix4* transform=0) const;

	//! Returns amount of all available triangles in this selector

	virtual s32 getTriangleCount() const;

	//! Return the scene node associated with a given triangle.

	virtual ISceneNode* getSceneNodeForTriangle(u32 triangleIndex) const { return SceneNode; }

protected:
	//! Create from a mesh

	virtual void createFromMesh(const IMesh* mesh);

	//! Update when the mesh has changed

	virtual void updateFromMesh(const IMesh* mesh) const;

	//! Update the triangle selector, which will only have an effect if it

	//! was built from an animated mesh and that mesh's frame has changed

	//! since the last time it was updated.

	virtual void update(void) const;

	ISceneNode* SceneNode;
	mutable core::array<core::triangle3df> Triangles; // (mutable for CTriangleBBSelector)


	IAnimatedMeshSceneNode* AnimatedNode;
	mutable s32 LastMeshFrame;
};

} // end namespace scene

} // end namespace irr



#endif

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